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While Desktop GLSL supports the Coarse and Fine flavours, GLSL ES does not. For now, emit dFdx/dFdy in all cases for ES, but excluding the Coarse and Fine flavours via validation is also an option. Bug: tint:1445 Change-Id: Iaac589f72043b5547e9141a6e870c1fd49631f6f Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/82142 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
46 lines
962 B
GLSL
46 lines
962 B
GLSL
#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 x_GLF_color_1_1;
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struct buf0 {
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float two;
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};
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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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layout(binding = 0) uniform buf0_1 {
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float two;
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} x_8;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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float a = 0.0f;
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float b = 0.0f;
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float x_33 = tint_symbol.x;
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a = dFdx(cos(x_33));
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float x_37 = x_8.two;
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b = mix(2.0f, x_37, a);
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if (bool(uint((b >= 1.899999976f)) & uint((b <= 2.099999905f)))) {
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x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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} else {
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x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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return;
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}
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struct main_out {
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vec4 x_GLF_color_1;
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};
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main_out tint_symbol_1(vec4 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
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main_1();
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main_out tint_symbol_3 = main_out(x_GLF_color);
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return tint_symbol_3;
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}
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void main() {
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main_out inner_result = tint_symbol_1(gl_FragCoord);
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x_GLF_color_1_1 = inner_result.x_GLF_color_1;
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return;
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}
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